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Recommended Items
Spells:
Flash
Teleport
Items
Ability Order
Skaarl the Cowardly Lizard (PASSIVE)
Kled Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Graves
Lots of damage, can move away from your Q with his E. Ranged. Play safe and gank other lanes.
Ideal
Strong
Ok
Low
None
Introduction
To play kled you need to embrace the madness. I mean this in more then a metaphorical way. You need to fight fights even thou you are lower on health and you will not kill your enemy.
You need to trust in Skaarl to show up and give you that huge chunk of HP back.
You need to trust your abilities to deal damage and survive until he comes back.
And sometimes, you need to run away like a little yordle because someone took away your mount.
There is no shame in a tactical retreat.
Remember, we aren't running away, we are Chaaaaaargin to our base.

Pros
High Sustain
Very mobile, Very sticky
Played right, can carry games even from behind.
Allows you to gank other lanes during laning phase
Tower destruction is us
Cons
Almost useless without Skaarl.
Very weak level 1 + 2.
Easy to learn, Hard to master.
If you miss your ult you can be off to an adventure you don't want to go on
High Sustain
Very mobile, Very sticky
Played right, can carry games even from behind.
Allows you to gank other lanes during laning phase
Tower destruction is us
Cons
Almost useless without Skaarl.
Very weak level 1 + 2.
Easy to learn, Hard to master.
If you miss your ult you can be off to an adventure you don't want to go on


Kled is accompanied by his semi-trusty mount, Skaarl. Depending of whether Kled is mounted or dismounted from Skaarl, his set of abilities is altered.
MOUNTED – INNATE: Kled's health cannot be improved except through growth, instead Skaarl has 400 - 1505 (based on level) (+ 100% bonus health) maximum health and, while together, all damage dealt to the duo is suffered by Skaarl. Upon being reduced to 0 maximum health, Skaarl flees and Kled becomes dismounted. While Kled dismounts Skaarl, Kled becomes briefly untargetable and any damage in excess of Skaarl's current health is ignored.
DISMOUNTED – INNATE: Kled gains「 125 bonus attack range 」and 105 - 190 (based on level) bonus movement speed while moving towards enemy champions, but his base movement speed is reduced「 by 60 」and his basic attacks deal 80% AD. Additionally, Kled gains the ability to restore Skaarl's Courage to reunite again, which is displayed in Kled's resource bar.
COURAGE - INNATE: Kled restores 4 / 20 Courage on takedowns, and 5 / 15 Courage for dealing damage. At 100 Courage, Skaarl returns to the fight with 50 / 60 / 70 / 80% of his health. Recall.png Returning to the base fully restores Skaarl's Courage and health. If reuniting outside of base Skaarl gains Frayed Nerves, and a dismounted Kled will not be able to restore Skaarl's Courage for a brief period of time.

Cooldown: 9 / 8.5 / 8 / 7.5 / 7

If Kled remains within a slowly decreasing radius of his target for 1.75 seconds, he pulls them towards him, slowing them by 40 / 45 / 50 / 55 / 60% for 1.5 seconds and dealing 50 / 100 / 150 / 200 / 250 (+1.2 per bonus attack damage) bonus damage.

Each pellet that hits an enemy champion restores 5 Courage.
Kled periodically stores ammo, up to a maximum of 2 stored at once. Kled will store ammo even while mounted.



COOLDOWN: 14 / 12.5 / 11 / 9.5 / 8
PASSIVE: Kled periodically enters a frenzy that grants him 150% bonus attack speed on his next 4 attacks for 4 seconds, with the final attack dealing bonus physical damage, capped at 200 against monsters.
BONUS PHYSICAL DAMAGE: 20 / 30 / 40 / 50 / 60 (+ 4 / 5 / 6 / 7 / 8% (+ 5% per 100 bonus AD) of target's maximum health)


COOLDOWN: 14 / 13 / 12 / 11 / 10
MOUNTED – ACTIVE: Kled and Skaarl dash a fixed distance in the target direction, dealing physical damage to all enemies in their path and gaining 50% bonus movement speed for 1 second.
[PHYSICAL DAMAGE: 20 / 45 / 70 / 95 / 120 (+ 60% bonus AD)]
Kled and Skaarl mark the last enemy champion or large monster they hit, gaining the ability to reactivate Jousting to dash a fixed distance through the marked target, dealing physical damage to all enemies hit.


RANGE: 5000 / ? COOLDOWN: 160 / 140 / 120
MOUNTED – ACTIVE: Kled and Skaarl charge toward the target location, automatically navigating around terrain along the way.
While charging, the duo gain bonus movement speed and a shield, both increasing over the duration.
MAXIMUM SHIELD: 200 / 300 / 400 (+ 300% bonus AD)
The shield lasts for 2 seconds upon finishing the charge. The duo trails a directional draft on their wake for 10 seconds that grants the same movement speed to all allied champions who follow their lead.
Skaarl homes in on the first enemy champion encountered, Airborne icon knocking them back and dealing them physical damage based on the distance traveled.
PHYSICAL DAMAGE: 12 / 15 / 18% (+ 12% per 100 AD) of target's maximum health

You can actually use
Beartrap on a Rope during
Jousting for a nice combo
Use
Beartrap on a Rope to clear minion waves while harassing
Do not level
Violent Tendencies immediately at level 2, wait till you land a
Beartrap on a Rope and go in so you can get all 4 hits off
Violent Tendencies. Even thou early all ins aren't encouraged.
After using
Jousting wait before reactivating it. Wait to see if the enemy will flash \ use another ability to position himself away from you or from your
Beartrap on a Rope if he does make sure to use it before he gets out of range for the reactivation.
Make sure to mark your Chaaaaarge! behind your target, incase he decides to run away but not too far away from him incase he decides to move to the side and you go off way too far away from your original target. This takes extra important if your team is following you!
Remember, off of Skaarl you have less damage and less Hp. If you lose him in the early laning phase it could take a long time until you get him back.
If you did lose Skaarl in the early game. It sometimes better and safer to go back and lose on a bit of a farm just so you can get Skaarl back.
When dismounted, you need to calculate every fight around the idea of can I get enough courage before the enemy kills me. Try and build up courage using
Pocket Pistol and having a nice amount before doing anything too risky.
When dismounted, try and always have a
Pocket Pistol bullet handy just incase the laner against you tries anything fishy. You never know when you need that space to escape. After-all. Its your only escape now.
You can use
Pocket Pistol to jump over small ledges
If you pushed in the lane and the enemy sits under tower or the enemy jungler has decided to stick his tent all up in your top lane you can always quickly go and kill
rift scuttler in the river. You have immense damage and armor shredding items, it will be a matter of seconds. Not to mention its free gold.


Use

Do not level



After using


Make sure to mark your Chaaaaarge! behind your target, incase he decides to run away but not too far away from him incase he decides to move to the side and you go off way too far away from your original target. This takes extra important if your team is following you!
Remember, off of Skaarl you have less damage and less Hp. If you lose him in the early laning phase it could take a long time until you get him back.
If you did lose Skaarl in the early game. It sometimes better and safer to go back and lose on a bit of a farm just so you can get Skaarl back.
When dismounted, you need to calculate every fight around the idea of can I get enough courage before the enemy kills me. Try and build up courage using

When dismounted, try and always have a

You can use

If you pushed in the lane and the enemy sits under tower or the enemy jungler has decided to stick his tent all up in your top lane you can always quickly go and kill

Optimally you would want to build Kled in a manner where he fills in the following demands:
A. Does a good amount of damage (Enough to burst down a carry.)
B. Can shread through enough armor to stay viable in the laning phase.
C. Is able to take the initial burst of damage delivered after his Chaaaaarge
D. Has enough survivability and sustain to both survive a decent amount of time with Skaarl and quickly gain him back after his dismount without dying in the process.
This is why I recommend
Black Cleaver as the first big item seeing as it helps with all of the above demands, followed by
Ravenous Hydra for some life steal, damage and wave clear ability. This for me is the core of Kled. Now on to the optional choices
Dead Man's Plate - This item is fantastic in the sense that it both gives health, movement speed and damage to Kled. And since he is already a mobile character the unique effect triggers. a lot.
Maw of Malmortius - Just like dead man's plate only for heavy AP. If the enemy team has a good AD carry and a good AP carry I'd suggest both.
Death's Dance - This item, I usually would take as a last item if the enemy team is composed of big glass cannons. Its very nice, it gives life steal and it helps with surviving the initial burst of the enemy team.
Sterak's Gage - This item is fantastic in the sense that it gives you size and damage which makes your arrival with the team more impactful. I would usually take this item against a team with high sustained damage.
Sunfire Aegis - This item I usually take if the enemy team is all AD or if the enemy mid laner is just not catching up as well as the rest of the team.
Youmuu's Ghostblade -
Duskblade of Draktharr - These two items I would usually only take if I am the one with all the kills and it seems I need to burst down the enemy before my team dies again. More of assassin type gameplay items.
A. Does a good amount of damage (Enough to burst down a carry.)
B. Can shread through enough armor to stay viable in the laning phase.
C. Is able to take the initial burst of damage delivered after his Chaaaaarge
D. Has enough survivability and sustain to both survive a decent amount of time with Skaarl and quickly gain him back after his dismount without dying in the process.
This is why I recommend









So basically Kled has two manners in which to engage a fight.
Using his CHAAAAAAARGE!!! or using his
Jousting.
This said, you need to evaluate the situation in order to know which of these two methods you should use.
If the match you are about to fight is a 1 versus 1 match up, if you know you can beat him without using the ultimate ability try and not use it, even if it does mean you'll use out on some farm by not charging back to lane. Keep it in case he tries to escape and then you'll be able to catch the gap with him. BUT if its a fight you know you are going to have a hard time against, crank it up from half way into the lane and the bonus damage and shield will be a giant boost to your chances of winning the trade.
In case of a team-fight you first need to evaluate your own team. If you have a tanky jungler or a hook that can engage, I would usually wait with my ult to catch off runners or carries in the middle of the fight. If you charge your team straight into a strong front line, it usually means death. not just for you.
If you have the ability to use
Jousting unto the enemy carry. (Him being out of position) Go for it, you have the damage and the survivabilty usually to burst him down before his team is able to get rid of you.
P.S
Beartrap on a Rope - This skill is used to seal the deal, harass and sometimes you can use the pull so to jump him with your
Jousting
Using his CHAAAAAAARGE!!! or using his

This said, you need to evaluate the situation in order to know which of these two methods you should use.
If the match you are about to fight is a 1 versus 1 match up, if you know you can beat him without using the ultimate ability try and not use it, even if it does mean you'll use out on some farm by not charging back to lane. Keep it in case he tries to escape and then you'll be able to catch the gap with him. BUT if its a fight you know you are going to have a hard time against, crank it up from half way into the lane and the bonus damage and shield will be a giant boost to your chances of winning the trade.
In case of a team-fight you first need to evaluate your own team. If you have a tanky jungler or a hook that can engage, I would usually wait with my ult to catch off runners or carries in the middle of the fight. If you charge your team straight into a strong front line, it usually means death. not just for you.
If you have the ability to use

P.S



I know what you are thinking. I got

Well you are wrong. Not only is flash essential when dismounted, its also that extra mile for the stickiness that duct tape always looked for.

Teleport is perfect for Kled. Its good when you lost Skaarl and you want to recharge on him from base but not lose too many CS. Its good for split pushing and has immense potential seeing you are a tower sieging machine. Its good for returning to lane after you ganked with your ultimate. Its good for ganking other lanes with your incredible stickiness. Its a must.

No. Just, Don't. you really don't need that extra damage. You are strong enough without it and teleport just suits your kit immensely.
Laning Phase with Kled is very interesting because depending on your match up it should go very differently. Against a strong opponent you should be playing defensively and acting according to chapter 9 - Playing from behind. Whilst if in a match against an equal or lower opponent you want to show him way the top lane is territory of Kled. Make sure to have good vision if you intend to push and to always be aware of the jungler. We have some good abilities to try and run away from a fight if needed but its advised to try and avoid the jungler as much as possible.
Sometimes the enemy match up is just too hard. Sometimes your jungler has fed your laner. Sometimes you are a national site for camping to champion families. No matter how, the point is that you are now behind.
In this situation first thing you need to understand is not to despair for we are Kled. And Kled can easily get viable in the late game as long as you don't lose too much farm.
If the enemy laner denies you from farm, freezes the lane, bullies you. The best solution is not to fight him. Sit under tower and when your ultimate is up use your
Teleport and your CHARRRRRRRRRRRRGE!!! to gank for your team-mates. (Always make sure to ping before you do.) and then quickly return to lane. I can't tell you how many games I won not because I won my lane. But because I ganked bot lane and stayed viable until the late game.
In this situation first thing you need to understand is not to despair for we are Kled. And Kled can easily get viable in the late game as long as you don't lose too much farm.
If the enemy laner denies you from farm, freezes the lane, bullies you. The best solution is not to fight him. Sit under tower and when your ultimate is up use your

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